Create Character

${ selectedPresetObj.description }

Role: ${ selectedPresetObj.role }

Character Points: ${ character.create.character }

Level: Select Gear

Hit Points: ${ character.points.hp.max } 1d${ character.points.hp.dice }+6 Spell Points: ${ character.points.sp.max } 1d${ character.points.sp.dice }+6
To Perform: ${ character.action.to_perform }% To Save: ${ character.action.to_save }%
${ baseStat.label }: ${ baseStat.value }

Skills:

${ skill.label }
Add Skill
${ skill.label }

Close

Armor:

${ armorType.label } ${ armorType.label }

Loot Points: ${ character.create.loot }

Go Fight

Hit Points: ${ character.points.hp.max } +1d${ character.points.hp.dice } Spell Points: ${ character.points.sp.max } +1d${ character.points.sp.dice }
To Perform: ${ character.action.to_perform }% To Save: ${ character.action.to_save }%
${ baseStat.label }: ${ baseStat.value }
${ res.label }: ${ res.data.value }
- ${ skill.label }
- ${ armorType.label }
Reroll All Gear

${ loot.rarity } ${ loot.slot }
Two-Hand ${ loot.damage.weapon_type } ${ loot.damage.weapon_type } Damage: ${ loot.damage.dice }d${ loot.damage.sides }+${ loot.damage.bonus } Speed: ${ loot.damage.speed }s
${ attr.stat }: ${ attr.value }
${ loot.armor.type } Armor ${ armor.armor } ${ armor.value }
Level: ${ loot.level }
Reroll ${loot.slot }
Distance: ${ fight.distance } meters ${ fight.round } :Round

${ fight.player1.name }

HP: ${ getPointProgress(fight.player1.points.hp) } SP: ${ getPointProgress(fight.player1.points.sp) }
(${ buff.count })
${ buff.duration.toFixed(1) }s

${ fight.player2.name }

${ getPointProgress(fight.player2.points.hp) } HP: ${ getPointProgress(fight.player2.points.sp) } SP:
(${ buff.count })
${ buff.duration.toFixed(1) }s

Go
<< Retreat Advance >>

${ fight.victory }

Fight Again >>

${ msg }
${ msg }

Player

Level:
${ character.experience.major }:${ character.experience.minor } (${ character.experience.level})
${ character.experience.major }:${ character.experience.minor }
HP: SP:
To Perform: ${ character.action.to_perform }% To Save: ${ character.action.to_save }% Points: ${ character.action.points }
${ baseStat.label }: ${ baseStat.value } Points: ${ character.base_stats.points }

${ res.label }: ${ res.data.value }

Total Experience: ${ character.experience.total }
Level: ${ skill.level }
Cost: ${ skill.cost }
Range: ${ skill.range } metersMelee
Cool Down: ${ skill.cool_down } Seconds

Requirements: ${ skill.requirements }


${ skill.description }

Level: ${ skill.level }
Cost: ${ skill.cost }
Range: ${ skill.range } metersMelee
Cool Down: ${ skill.cool_down } Seconds

Requirements: ${ skill.requirements }


${ skill.description }

${ loot.slot }
${ loot.rarity } ${ loot.slot }
Two-Hand ${ loot.damage.weapon_type } ${ loot.damage.weapon_type } Damage: ${ loot.damage.dice }d${ loot.damage.sides }+${ loot.damage.bonus } Speed: ${ loot.damage.speed }s
${ attr.stat }: ${ attr.value }
${ loot.armor.type } Armor ${ armor.armor } ${ armor.value }
Level: ${ loot.level }

Inventory...

Start Over